Frame delay: Difference between revisions

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*Low 12/s
*Low 12/s
*Bad 10/s
*Bad 10/s
At the start of going on a server, it automatically sets the lag to good but the majority of people who play smash 64 often are using excellent or LAN connections. These different connections cause different strains on the computer. These connections in other words are better for the higher packet numbers but it takes a larger strain on the computer to run. A connection below 30 ping on an excellent connection for example has 3 frames of delay while a connection below 30 on LAN has 1 or 2 frames of delay (1 below 15) while the same connection on good has 5 frames of delay. The majority of people who are used to online smash can reasonably play on any connection that is better than 6 frames of delay. Excellent is the most common connection since LAN causes problems with some players online.
At the start of going on a server, it automatically sets the lag to good but the majority of people who play smash 64 often are using excellent or LAN connections. These different connections cause different strains on the computer. These connections in other words are better for the higher packet numbers but it takes a larger strain on the computer to run. A connection below 30 ping on an excellent connection, for example, has 3 frames of delay while a connection below 30 on LAN has 1 or 2 frames of delay (1 below 15) while the same connection on good has 5 frames of delay. The majority of people who are used to online smash can reasonably play on any connection that is better than 6 frames of delay. Excellent is the most common connection since LAN causes problems with some players online.
 
===Player to Player (p2p)===
===Player to Player (p2p)===
Player to player, which connects one person's connection entirely to another person's connection reduces the amount of delay between players. This is very common to be used between 2 people on opposite coasts, or between a US and a European smasher.
Player to player, which connects one person's connection entirely to another person's connection reduces the amount of delay between players. This is very common to be used between 2 people on opposite coasts, or between a US and a European smasher.